Ultimately, ESO is an MMORPG: A massive multiplayer online role playing game. It isn't just big, it isn't just online, it is also a role playing game. One of the most important decisions players make before ever making their character is "Who do I want to be, and how do I want to play?". At that time they do their research looking into class skills, the strengths and weaknesses of each class, and then deciding which one best falls in line with the playstyle/identity they chose for themselves.
If all of the classes are only becoming increasingly similar to one another, then the role playing aspect of the game is gradually diminished. The player's character no longer feels like the type of class they initially liked. Or worse, something they initially loved about the class that drew them to it in the first place, was removed entirely from the class. Now that player is stuck with a character that does not play the way they initially liked and they have to "adapt" to a new playstyle or theme which may not even be enjoyable for them.
Sure, they could simply roll another character and pick a different class they would enjoy, but at this point there is absolutely no guarantee that class would remain the way it is due to the drastic combat changes.
One of the reasons players enjoy MMORPG's so much is that the genre allows them to invest in a character in a fantasy world and build this character in a way that is fun for them. If that identity is removed or given to another class(es) then that player's character could potentially no longer be fun for them or may lose the uniqueness they initially liked.
So while the balance numbers are important and certainly have their place, ultimately what is going to draw in new players and retain veterans is to have a fun game that feels good that they enjoy to play. Class identity is absolutely crucial to achieve that.
So while the balance numbers are important and certainly have their place, ultimately what is going to draw in new players and retain veterans is to have a fun game that feels good that they enjoy to play. Class identity is absolutely crucial in achieving that.
lordrichter wrote: »So while the balance numbers are important and certainly have their place, ultimately what is going to draw in new players and retain veterans is to have a fun game that feels good that they enjoy to play. Class identity is absolutely crucial in achieving that.
Sadly, ZOS either did not have a firm class identity rule in place from the start, or they decided to toss it and create a new one. Multiple times. I have come to expect that ZOS is going to change the class identity whenever they feel they want to.
I still have a stamina DK on the bench from back when they decided to split DK into the cool fire breathing and the not-so-cool poison vomit.
karthrag_inak wrote: »All this looks great, but what i want to know is how are we to be sure that this deconstruction/reconstruction of skills isn't going to be a continual thing? The points mentioned in the article that are apparently driving the current round of shakeups seem all well and good, but to me they seem to be the same motivations for how the classes were designed in the first place.
So, in other words, what's different now?
Emma_Overload wrote: »My favorite part of this piece is the author's correct usage of the terms "viable" and "optimal".
PvE endgame/trial snobs must be so triggered at the suggestion that optimal and viable are NOT the same thing!
Emma_Overload wrote: »My favorite part of this piece is the author's correct usage of the terms "viable" and "optimal".
PvE endgame/trial snobs must be so triggered at the suggestion that optimal and viable are NOT the same thing!
Emma’s idea of balance = bring everyone down to my level. If people are better than me nerf their stuff.
ToniWinter wrote: »Stamsorc a perfect hybrid. Use physical weapons and reinforce them with their spells.
ZOS_JessicaFolsom wrote: »VaranisArano wrote: »Now if I may be so bold as to offer a suggestion to the relevant team who posts these Official Discussion Threads?
Something that might help with views on the forums is to sticky Official Discussion Threads like this for a brief time, when you really want players to see them. Its very easy to miss announcements like this if they get buried under Recent Discussions or if players don't regularly check the Official Announcement forum. It also helps players find it as the main discussion thread once we inevitably spiral into other threads talking about different aspects of it.
As an example of what I like to see, the Official Discussion Thread for ESO's Performance Plan is currently stickied at the top of Recent Discussions. That's extrenely beneficial to me since I can easily find the article and reference it quickly for whatever I need to know or to link others to it.
Now, I realize that threads like this one aren't quite of the same ongoing nature as the Performance Plans one. That's why I'd suggest sticking the thread near the top for a couple days.
This would also be very beneficial during Events so that players who come to the forums during Events can easily find the official information and leave feedback/ask for help as needed.
Thank you for your consideration.
This is a very reasonable suggestion, Varanis, thank you. We do try to be conscientious about not having too many sticky threads, but I think what you suggested - having important ones for a short while - is doable. (Also, done. )
karthrag_inak wrote: »All this looks great, but what i want to know is how are we to be sure that this deconstruction/reconstruction of skills isn't going to be a continual thing? The points mentioned in the article that are apparently driving the current round of shakeups seem all well and good, but to me they seem to be the same motivations for how the classes were designed in the first place.
So, in other words, what's different now?
What's different now is different people are in charge and cleaning up what they inherited from the previous guy. They probably wouldn't put it that bluntly, but the mess we're wading through now is from crap that started rolling downhill a couple of years ago.
Our problem is these three-months-long awkward interim phases on the way to wherever they're taking us are sucking all the fun out of combat.
What's different now is different people are in charge and cleaning up what they inherited from the previous guy. They probably wouldn't put it that bluntly, but the mess we're wading through now is from crap that started rolling downhill a couple of years ago.
Our problem is these three-months-long awkward interim phases on the way to wherever they're taking us are sucking all the fun out of combat.
What's different now is different people are in charge and cleaning up what they inherited from the previous guy. They probably wouldn't put it that bluntly, but the mess we're wading through now is from crap that started rolling downhill a couple of years ago.
Our problem is these three-months-long awkward interim phases on the way to wherever they're taking us are sucking all the fun out of combat.
Sorry, but no. The "previous guy" did not up DoTs through the roof one patch and then... [rantsnip]
Edit: Make no mistake. I'm not exonerating the devs completely. I'm simply giving credit where credit is due.
lordrichter wrote: »So while the balance numbers are important and certainly have their place, ultimately what is going to draw in new players and retain veterans is to have a fun game that feels good that they enjoy to play. Class identity is absolutely crucial in achieving that.
Sadly, ZOS either did not have a firm class identity rule in place from the start, or they decided to toss it and create a new one. Multiple times. I have come to expect that ZOS is going to change the class identity whenever they feel they want to.
I still have a stamina DK on the bench from back when they decided to split DK into the cool fire breathing and the not-so-cool poison vomit.
In ZOS's defense, it is entirely possible that this topic could be a sign that the devs have finally decided to totally invest in a design philosophy regarding class identity and are wiling to be honest and frank about it going forward. I have to give the devs props for at least addressing the "viable" vs. "optimal" debate.
In the end, we have to be willing to meet each other halfway. Or the disconnects between dev and player will only get wider.
Greetings Developers,
Thank you for the communication, much appreciated.
Just a few things:
1. This is a 5+ years old game. Your article reads like a game in a development/ beta phase. More concerning than reassuring,